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Hearthstone

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,840
The Priest card is really cool, but seems like it fits into a win-more type of scenario or a holy shit desperation play one.
 

Seari

Arcane
Patron
Joined
Nov 25, 2014
Messages
849
Pathfinder: Wrath
https://www.reddit.com/r/hearthstone/comments/3gzxkr/all_of_todays_new_cards/
  • Elemental Destruction: 3 mana epic shaman spell, deal 4-5 damage to all minions. overload (5)
  • Bolf Ramshield: 6 mana 3/9 legendary neutral minion, whenever your hero takes damage, this minion takes it instead
  • Buccaneer: 1 mana 2/1 common rogue pirate minion, whenever you equip a weapon, give it +1 attack
  • Shady Dealer: 3 mana 4/3 rare rogue minion, battlecry: if you have a pirate, gain +1/+1
  • The Mistcaller: 6 mana 4/4 legendary shaman minion, battlecry: give all minions in your hand and deck +1/+1
  • Tournament Attendee: 1 mana 2/1 common neutral minion, taunt
  • Twilight Guardian: 4 mana 2/6 epic neutral dragon minion, battlecry: if you're holding a dragon, gain +1 attack and taunt
  • Boneguard Lieutenant: 2 mana 3/2 common neutral, inspire: gain +1 health
  • Sparring Partner: 2 mana 3/2 rare warrior minion, taunt. battlecry: give a minion taunt
  • Chillmaw: 7 mana 6/6 legendary neutral dragon minion, taunt. deathrattle: if you're holding a dragon, deal 3 damage to all minions.
  • Kvaldir Raider: 5 mana 4/4 common neutral minion, inspire: gain +2/+2
  • Shadowfiend: 3 mana 3/3 epic priest minion, whenever you draw a card, reduce its cost by (1)
  • Spawn of Shadows: 4 mana 5/4 rare priest minion, inspire: deal 4 damage to each hero
  • Arcane Blast: 1 mana epic mage spell, deal 2 damage to a minion. this spell gets double bonus from spell damage
  • Dalaran Aspirant: 4 mana 3/5 common mage minion, inspire: gain spell damage +1
  • Knight of the Wild: 7 mana 6/6 rare druid minion, whenever you summon a beast, reduce the cost of this card by 1
  • Wildwalker: 4 mana 4/4 common druid minion, battlecry: give a friendly beast +3 health
  • Murloc Knight: 4 mana 3/4 common paladin murloc minion, inspire: summon a random murloc
  • Competitive Spirit: 1 mana rare paladin spell, secret: when your turn starts, give your minions +1/+1
  • Bear Trap: 2 mana common hunter spell, secret: after your hero is attacked, summon a 3/3 bear with taunt
  • Stablemaster: 3 mana 4/2 epic hunter minion, battlecry: give a friendly beast immune this turn
  • Saboteur: 3 mana 4/3 rare neutral minion, battlecry: your opponent's hero power costs (5) more next turn
  • Recruiter: 5 mana 5/4 epic neutral minion, inspire: add a 2/2 squire to your hand.
  • Confessor Paletress: 7 mana 5/4 legendary priest minion, inspire: summon a random legendary minon
 

UglyBastard

Arcane
Joined
Jun 29, 2014
Messages
821
There is a reason. Greed.

Sneeds gives you +4 stats for 1 mana less, but not the possibility for repetition, and is vulnerable against polymorph removal and silence. Also less tempo on the turn you play it.

I actually think it's > Sneeds.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
There is a reason. Greed.

Sneeds gives you +4 stats for 1 mana less, but not the possibility for repetition, and is vulnerable against polymorph removal and silence. Also less tempo on the turn you play it.

I actually think it's > Sneeds.
That's why ur bad. Paletress is vulnerable to... everything on turn 7. If you're able to get more than one legendary out of it then chances are you've won the game, anyway.
 

Seari

Arcane
Patron
Joined
Nov 25, 2014
Messages
849
Pathfinder: Wrath
Sparring Partner is my favourite of the bunch, so much value with black knight or just in general.
 

UglyBastard

Arcane
Joined
Jun 29, 2014
Messages
821
That's why ur bad. Paletress is vulnerable to... everything on turn 7. If you're able to get more than one legendary out of it then chances are you've won the game, anyway.

:negative:
ZIXcpGq.jpg


Obviously talking about playing it turn 9 and using it with heropower you moran (easy to see because I said it costs 1 more than Sneeds). You have to be a special kind of retard to consider dropping it turn 7 without backup.

Feel free to actually attack my argument that you lose less if it gets Polymorphed and Silenced and you get more tempo because you drop 2 threats at once.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
You're a bad player with legend rank, plenty of those... especially on Euro server~ You won't craft and you wouldn't play it if you pulled it.
 

UglyBastard

Arcane
Joined
Jun 29, 2014
Messages
821
I'd actually try it if I pull it. Probably not crafting it tho.

Sneeds is OK-ish in Priest and this is potentially better so why not give it a spin.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Let's m8, m8. In the meantime I'm trying to think of a downside to the Shaman Legendary. More things susceptible to BGH but that cancels out with the fact that they're better off using BGH on a fire elemental than one of your other legendaries. I dunno... this strikes me as auto-include and I'm Artifact rank 10 in Asia.

For 6 mana you get a 4/4 (or does it get buffed, too?) and every other card you haven't played gets a 1/1.
 

UglyBastard

Arcane
Joined
Jun 29, 2014
Messages
821
Well, dropping a 6 mana 4/4 when you are under pressure is a sure way to lose the game, especially on curve. And you need to get 3-4 minions with the buff it to make it valuable.

So it's terrible against anything aggressive that tries to finish you off in the first 8 turns and probably pretty gud against everything else.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
2N2YGL7.jpg


Well, there you go. Play this sometime, don't use hero power, then the sexy nun on 7 with free hero power.
If it's worth having 3 mana 2/2s in your deck. Could be with with other strong inspire cards that can't really be played on curve otherwise.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Well, dropping a 6 mana 4/4 when you are under pressure is a sure way to lose the game, especially on curve. And you need to get 3-4 minions with the buff it to make it valuable.

So it's terrible against anything aggressive that tries to finish you off in the first 8 turns and probably pretty gud against everything else.
It's still a card I would auto include. Whether or not you actually play it on turn 6 is circumstantial, yes.

Re: Fencing coach. It's one of those Andhaira cards that's great in theory when you cram your deck full of shitty over-cost tech cards to compliment each other but most likely awful in practice.
 

Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
The downside to the Shaman Legendary is that it needs a midrange deck to make it work, and midrange Shaman is supposed to be bad at the moment.
 

Metro

Arcane
Beg Auditor
Joined
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Messages
27,792
And the new BGH that hits everything! Better than Naturalize for druids.

ENKj7mO.jpg
 

Phage

Arcane
Manlet
Joined
Jan 10, 2010
Messages
4,696
OBJECTIVE TRUTH LEARN HOW TO THINK INCOMING RAPID FIRE STYLE
  • Elemental Destruction: 3 mana epic shaman spell, deal 4-5 damage to all minions. overload (5) = Obviously quite strong. Gr8 with overload unlock thing. Ultimately ends up being a flamestrike that hits your own guys, but can be played earlier when needed. Might be used.
  • Bolf Ramshield: 6 mana 3/9 legendary neutral minion, whenever your hero takes damage, this minion takes it instead = Stats are 2low. Should've been a 4/8. Surprised it took this long for this kind of card to be made.
  • Buccaneer: 1 mana 2/1 common rogue pirate minion, whenever you equip a weapon, give it +1 attack = Seems whatever unless Rogue Pirates is a deck
  • Shady Dealer: 3 mana 4/3 rare rogue minion, battlecry: if you have a pirate, gain +1/+1 = Same as buccaneer, but obviously a stronger card overall
  • The Mistcaller: 6 mana 4/4 legendary shaman minion, battlecry: give all minions in your hand and deck +1/+1 = Pretty fuckin good for midrange Shaman. Now let's see if Midrange shaman can overcome the much better burst variants with TGT cards.
  • Twilight Guardian: 4 mana 2/6 epic neutral dragon minion, battlecry: if you're holding a dragon, gain +1 attack and taunt = More decent filler cards for The Dragon Deck(tm) every time one of these is made, TDD becomes more viable
  • Boneguard Lieutenant: 2 mana 3/2 common neutral, inspire: gain +1 health = Easily the best inspire card thus far (at least in terms of arena) - it's an actual on curve creature stats wise with an incidental upside.
  • Sparring Partner: 2 mana 3/2 rare warrior minion, taunt. battlecry: give a minion taunt = Cool arena card.
  • Chillmaw: 7 mana 6/6 legendary neutral dragon minion, taunt. deathrattle: if you're holding a dragon, deal 3 damage to all minions. = Big abomination. I don't really like it to be honest, but maybe it'll work out in dragon control decks
  • Kvaldir Raider: 5 mana 4/4 common neutral minion, inspire: gain +2/+2 = Oh hey, it's floating watcher, but worse.
  • Shadowfiend: 3 mana 3/3 epic priest minion, whenever you draw a card, reduce its cost by (1 ) = Neat. Nice for a Circle Heal Draw bullshit. Probably not impactful enough to make it into a deck tbh
  • Spawn of Shadows: 4 mana 5/4 rare priest minion, inspire: deal 4 damage to each hero = Another 5/4 for 4 in a world where Shredder will be in almost every deck. Who cares tbh.
  • Arcane Blast: 1 mana epic mage spell, deal 2 damage to a minion. this spell gets double bonus from spell damage = Woulda been so cool if it could hit face (Maly Mage could be a thing). Instead it's just whatever tier.
  • Dalaran Aspirant: 4 mana 3/5 common mage minion, inspire: gain spell damage +1 = Pretty bad tbh
  • Knight of the Wild: 7 mana 6/6 rare druid minion, whenever you summon a beast, reduce the cost of this card by 1 = Will Beast Druid finally rise up? Maybe. Don't think there's a great enough depth of cards yet tbh.
  • Wildwalker: 4 mana 4/4 common druid minion, battlecry: give a friendly beast +3 health = Same thoughts as Knight of the Wild
  • Murloc Knight: 4 mana 3/4 common paladin murloc minion, inspire: summon a random murloc = Alright, here's the fucking murloc card. Murloctards can shut up now. It's a paladin murloc which is one of the worst classes for murloc decks, so have fun with that.
  • Competitive Spirit: 1 mana rare paladin spell, secret: when your turn starts, give your minions +1/+1 = It's bad
  • Bear Trap: 2 mana common hunter spell, secret: after your hero is attacked, summon a 3/3 bear with taunt = It's fantastic. Super viable alongside the other non-snipe hunter traps.
  • Stablemaster: 3 mana 4/2 epic hunter minion, battlecry: give a friendly beast immune this turn = It's whatever. Don't see this fitting in when Hunter decks are already very highly tuned.
  • Saboteur: 3 mana 4/3 rare neutral minion, battlecry: your opponent's hero power costs (5) more next turn = "GUYS PLEASE BELIEVE US THAT HERO POWERS MATTER!!!" I love how this card doesn't even hose handlock since they aim to play a drake/MG on turn 4 lol.'
  • Recruiter: 5 mana 5/4 epic neutral minion, inspire: add a 2/2 squire to your hand. = Squires cost 2 mana IIRC. Card is bad.
  • Confessor Paletress: 7 mana 5/4 legendary priest minion, inspire: summon a random legendary minon = "Pay 9 mana to win or lose the game on the spot" - yup, that's a Team 5 original right there.

tl;dr = Mistcaller and Bear Trap are great. Twilight Dragon good in The Dragon Deck. Chillmaw is maybe in the Dragon Control deck. Elemental Destruction is maybe tier. Pirates and Beast shit are conditional tier. Confessor is yolo tier (if you get a Thalnos you're fucked, if you get Ysera or whatever you win)

Nothing that groundbreaking yet, but we're slowly starting to accumulate a collection of cards that will slightly change the metagame.
 
Last edited:

Phage

Arcane
Manlet
Joined
Jan 10, 2010
Messages
4,696
2N2YGL7.jpg


Well, there you go. Play this sometime, don't use hero power, then the sexy nun on 7 with free hero power.
If it's worth having 3 mana 2/2s in your deck. Could be with with other strong inspire cards that can't really be played on curve otherwise.

Idk why they didnt reveal this card at the beginning of the reveals. Textbook Blizzard unending incompetence.

That said, I don't think that this alone will make Inspire a thing.
 

Andhaira

Arcane
Joined
Nov 25, 2007
Messages
1,869,070
It's still a card I would auto include. Whether or not you actually play it on turn 6 is circumstantial, yes.

Re: Fencing coach. It's one of those Andhaira cards that's great in theory when you cram your deck full of shitty over-cost tech cards to compliment each other but most likely awful in practice.

2N2YGL7.jpg


Well, there you go. Play this sometime, don't use hero power, then the sexy nun on 7 with free hero power.
If it's worth having 3 mana 2/2s in your deck. Could be with with other strong inspire cards that can't really be played on curve otherwise.

There is also Maiden of the Lake :smug: And a couple of other hero power cheapening cards, plus Thaurissan.

I am telling you, the Nun will see quite a bit of play. Whether she lasts...that's another thing.

Also in the stream Fouldron (sp??) got raeped by the Coldarra + Maiden + Malygos + Coldarra again mage deck.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Mulch is druid, had a hard time deciphering the border color than got over my senior moment and realized there are no neutral spells so it had to be druid, especially given the nature-wording.
 

Andhaira

Arcane
Joined
Nov 25, 2007
Messages
1,869,070
JUSTICE DEMANDS RETRIBUTION HUNTARDS:

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CMZA0lGWwAEhoC8.jpg
 

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